This was my first work including primarily assets modeled and textured by myself with a PBR workflow. The exception to this is the statues which I created using Fuse and baked/decimated into static meshes. I created a modular asset kit in Blender, textured it with procedural materials in Blender, and assembled the kit in Unity. My workflow went as follows:
1. Reference collection and moodboard
2. Blockout and composition using a modular blockout kit
3. Lighting and basic post settings
4. Texturing and color refinement
5. Added further mesh detail to blockout pieces and added decals/environment clutter
I ended up deciding to stop at the final step and did not fully replace all the blockout components. A main lesson learned was to rely more heavily on references of different types and to spend more time in the reference collection phase before jumping fully into blockout. I also plan to incorporate 3 separate moodboards: (1) subject reference, (2) color and lighting reference, (3) quality reference, and felt that lack of this structure originally contributed to various flaws in the final result. I also did not playtest this scene with a playable character early on and ended up having to redo much of the blockout arrangement because of scale issues, in the future I plan to run playtests at a very early stage in blockout to avoid this.